I have been progamming my own FPS since october using java and JOGL to achieve creating quite good graphics with hardware rendering and other interesting features. The source code has been largely inspired from d3caster, written by Vincent Stahl but has been improved. Nevertheless, I have a few bugs in my current MD3 loader. There is a distance between the bottom and the top of the body of the model. I need some help to find the solution. I ported the MD3 loader written by Digiben into java. The original source code in C++ (and a MD3 model) is there :http://www.phys.uu.nl/~0307467/docs/md3%20animation/Please find enclosed my source code in java.The original version of the game is here :http://www.stahlforce.com/games/aa1/index.htmlMy version of the game is here :http://tuer.cvs.sourceforge.net/tuer/bac_a_sable/You need JRE 1.5 and JOGL beta 5 to test it. I really need some help. I have been looking for a solution to have my MD3 loder worked since about 2 weeks. I can't use true fullscreen mode under both windows and linux, it's very unpleasant. It would be nice if someone could give me some advice. That's only my second "try" of 3D video game programming.

Err, tried to run the game, couldn't get anything to work. I downloaded the 10_02 something zip and extracted it, then tried to run the aa.jar and the masks.jar (I assumed a jar in the parent dir would execute the game?) but they both say invalid or corrupt jar file. A little more instruction on how to run this? I haven't yet downloaded all the "prerequisites" (I realized these existed after reading through a few files) but I would think the jar would at least execute and then crash if it was missing a library, wouldn't it?

Oh and please please please package the required files *in* the package you have up for download. JOGL versions have been known to change significantly between releases and it's much easier for anyone testing it to have the files already there. And this is also a reason why people may not have JOGL installed to their JREs (the version could conflict with another older JOGL program they may happen to run).

A lot of the forum members can be very busy, please make the download/test as easy as possible if you want to get feedback. Webstart would be fantastic if you could set it up.

You're right, there is something wrong in the jar file. When I enter "java -jar aa.jar", I get this message :Exception in thread "main" java.lang.UnsupportedClassVersionError: Bad version number in .class file

Something happens to my zip file on CVS, I don't know what.

Therefore, if you want to use the game, recompile the source at first!!It is easy. If you already have the good version of JOGL, use my makefile.If you can't use my makefile, enter "java stahlforce/*.java" and "java d3caster".Is that alright now?

It is a little bit long but it is not difficult as I explain each step. I thought this is a forum for game developpers. If you have the good version of JOGL, you only have to enter "make" and "java -jar aa.jar". Do you find it complicated? I could use the class JOGLAppletLauncher and webstart but I have no website. Sorry. I know it would have been easier. I will add an installer in the following weeks. If you have already installed an other version of JOGL, it is quite easy to install another one.

If you suggest me to use webstart etc..., tell me how to do. Thank you for your reply.

[size=10pt]The link will be active only from Monday the 5th of March 2007!!![/size]

There could be something wrong because I would have loaded the libraries with "System.loadLibrary(...);". Please try it and tell if if something is wrong. It's the first time that I use Java Web Start so keep cool. I didn't plan to do it. I wish you a happy gaming here!

I'm sorry, the quality of the video is very low. I will use xvidcap to improve it. Thank you for your encouragement. Yes, the name of the game is a play of words and means "kill" ("tuer" in french which is my mother tongue). Maybe the link for my game works now :

My game using java webstart is now working!My jogl.jnlp file may cause problems for 64-bit computers and some "old" macintoshs.

Link removed

I'm waiting for your feedback. It is slow because of raycasting as I said before. I hope I will satisfy your suggestions. As it is an homework, I will respect the objectives which had been fixed with my teacher but I will improve the game by listening to your suggestions.

Next objectives :- remove raycasting- use MD3 models and rendering "tools" (lists, vertex arrays, VBO) to increase the speed of the gameThe address of my website is : Link removed

Warning! The game may crash under Microsoft Windows XP! If it happens, use JRE 1.6 in order to solve this problem. It comes from a conflict with DirectDraw. That's not my fault. Please give me feedback!!!!!

Works for me (from the command line) on XP/Java6. But were is the OpenGL part? These are still the same old raycasted graphics the engine on which you've based your game on was using. I expected it to use hardware acceleration...

Works OK (but very slow) on Windows 2K/java6 . A few suggestions though;

1. Increase the mouse sensitivity - (rule of thumb: A largish wrist movement on the mouse should make the player turn 180')2. Add WSAD as movement keys; arrow keys are difficult to use alongside mouselook.3. Add an 'Are you sure you want to quit' screen or window - I hit ESC (expecting an options screen) but the game just quit out!4. How about a crosshair? I found aiming quite tricky...5. Do all the floors/ceilings have to be at the same height? It would add visual interest if you could put in ramps or steps!

That said, it's looking good! I look forward to playing it when the raycasting's gone so it's a bit faster!

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